What Animation Baker does?
Animation Baker helps you to convert animations retargeted by Mecanim into Unity legacy animations. I.e. you can retarget any animations from some humanoid characters onto your character through Mecanim as usual and bake resultant animation into Unity *.anim file in order to use it with legacy animation system.
Added dialog for resetting current loaded dump file when pressing button “Load dump”.
Update 1.15:
Dump files and *.anim files now saves to custom folders for each character in AnimationDump and UnityAnimations folders respectively.
Fixed null reference exception when trying to play preview of removed dump file.
Added couple preventions of exceptions.
Update 1.5:
Main changes:
From now Animation Baker works in its own window.
Batch mode added, now you can bake any number of animations for any number of characters without unnecessarily set up animation for each character each time.
Update 1.52
added support of Scene Motion Capture
Update 1.54
Added other interpolation method for rotation curves that prevents wrong interpolation of rotation of the bones that could happen in some cases.
Fixed problem of referencing to UnityEditor.dll when making a build.
Update 1.55
Simplified process of adding characters and animation clips into AnimationBaker window.
Now you can just select desired characters/animation clips and click on area inside AB window instead of creating individual slot for each character/animation clip.
Update 1.57
Fixed problem with ignoring rotation constraints for root bone
Fixed double loading of preferences when switch to play mode while AB window is opened
Root constraints now enabled by default as it fit for most cases
Update 1.58
Fixed error of Quaternion to Matrix conversion that could happen in combination of specific animation clips and characters
Update 1.59
Fixed issue with changing of recording sample rate
Update 1.6
Added ability to add a prefix to the name of created clip
Update 1.6.2
Supports Unity 5
Animation clip for Unity 5 can be marked as “Legacy” or “Generic”
Frame rate now saves with preferences
Update 1.6.5
“Clear” button added to animations list and characters list to clear respective list
Search field added to both lists. It helps quickly and easy find desired item in list by selecting it in the project view or by entering name directly into search field
Labels with animation names now are selectable, so if animation name is too long - it can be scrolled by selecting label’s text
Animation Baker Pro v1.1 released
Animation Baker Pro provides packet conversion of humanoid animation clips into legacy or generic clips.
I.e. you can retarget any humanoid animation onto any humanoid character and produce new animation clip native to character’s skeleton.
Pro version has immediate conversion function instead of realtime recording in free version of Animation Baker. Speed of conversion depends on power of your hardware so it is a lot faster and greatly saves the time. Also Pro version allows to create prefabs with characters and automatically adds created animation clips to it. Free assets already included.
Thanks to all for replying, good ideas about batch mode and dedicated folder for each character taken into account. I will make it as soon as possible.
no, you don’t need to put AnimationBaker into each your project, you can bake your animation and copy resultant clip into another project to play it on the same character for which you baked that clip, even not for same character but the character with same skeleton( with same bone names).
we have bought AB and we are trying to bake an animation, but we are getting a unity exception “Could’t create asset file!” on CreateAsset() when trying to create the .anim file.
Any ideas on what we might be doing wrong?
Thanks for your great extension!
EDIT: I found out that this error was thrown because we have moved the AB folder to another subfolder inside Assets. When we would declare a new absolute path for our exports, the error would be thrown.
Batch mode added, now you can bake any number of animations for any number of characters without unnecessarily set up animation for each character each time.
Unfortunately this is not possible now, but i thinking about making extension to base AB functionality and maybe some useful things like that i will be able to include.
Just getting used to this asset, and it seems on most part to work quite well. I do however seem to be having some problems with some animations. For example. When I bake a crouch animation (crouch move forward) for example, when the animation is played on the Legacy character, the character is in air somewhat. The crouch death, the character is also in the air. No problem with standing animations, just others like crouch and prone. They all animate about .5 up on the Y axis. All models are set to zero on all three axis before I start any project. Is there a setting I need to change? Any suggestions would be appreciated. Thankx
Do you use root constraints for your animation? If not, then try to enable root constraints and set constraints for all axes of all sections( positions,rotations,scale ) excepting only Y axis of positions, it should help. If it’s not help(maybe in case when translation of the character implement actually by non-root bone) then you always can bake all positions for all bones (set flag positions in the “Baking options” section) and after baking set zero values for curves that responsible for x and z axes of root bone translation through animation editor of Unity, this is takes only a minute.